India is home to 253 million adolescents [1], and faces significant demographic challenges and opportunities. Gendered expectations for adolescent girls impede their health, education, and labor force participation. Notably, 27% of girls marry before 18, and 8% aged 15–19 have begun childbearing [2] which can derail their educational and career aspirations. Chandramouli and Patel (2017) [3] emphasize that informed decisions regarding sexual and reproductive health (SRH) empowers girls, enabling choices like pursuing higher education, achieving financial independence, and building household savings, thus contributing to poverty reduction and socio-economic development.
Despite advancements in SRH and gender equity, adolescent girls in India continue to encounter barriers to accessing menstrual health and hygiene management (MHM) and SRH information and services. Health system programs often target older adolescents [4]. Alarmingly, 50% of girls aged 15–19 do not use menstrual hygiene products [5]. Studies highlight limited knowledge of menstrual health, contraception, and self-care among adolescent girls, increasing their risk of adverse outcomes such as low educational attainment, lack of career aspirations, early marriage, unintended pregnancies, and gender-based violence [6]. Addressing these barriers is crucial for empowering girls and promoting their well-being and socio-economic contributions.
Adolescents' development in SRH can be significantly influenced by constructing healthy relationships and gaining appropriate knowledge during adolescence [7]. However, issues related to confidentiality, stigma, and limited access to services further hinder adolescents from seeking SRH information and care [8–10]. Digital interventions, particularly mobile-based ones, have shown promise in delivering SRH education. They offer privacy, accessibility, and the ability to tailor messages to specific populations, making them suitable for adolescents [11–13]. With its burgeoning adolescent population and increasing mobile phone usage, India presents a significant opportunity to leverage mobile technology for SRH education [14].
Data from the UDAYA study in India highlighted that Indian unmarried adolescents demand the appropriate knowledge to promote safer sexual behaviour and lead a responsible and healthy lifestyle [15]. However, adolescents' SRH outcomes are influenced by a complex interplay of factors operating at various levels. These young individuals make decisions about their behaviours based on their knowledge, beliefs, and abilities, all within the context of their relationships, families, communities, and economic circumstances [16].
Evidence shows that such interventions of ‘serious games’1 could increase motivation, engagement, and overall sustainability of health behaviours [17–19] including adolescent health [20]. Closer to India, in Nepal, a pilot for a set of four mobile games called “Nari Paila” (Women First), was adapted from Nepalese community games called Pragati, to integrate information on menstrual health, fertility, and family planning into a free Android app [21].
Gamified apps like the UNICEF-supported OKY app [22] have improved MHM, but lack published outcome evaluations. The field of health games is growing, but many lack validation and have poor designs. Kato (2017) [23] highlighted the need for high-quality efficacy studies that are drawn on digital game-based learning principles and rigorous outcome evaluations grounded in scientific methodologies, and not just game heuristics.
Early formative research [24] undertaken by Howard Delafield International (HDI) with adolescent girls from three Indian cities provided evidence of adolescent girls’ aspirations and the need to strengthen services to reach adolescents with SRH information and services rooted in girls' agency. This background supported the development of learning objectives in designing the digital game app, Go Nisha Go® (GNG), which is rooted in theoretical frameworks [25], a design-led Theory of Change, [26] and human-centred design principles [27]. To the best of our knowledge, GNG, a free-to-download Android mobile game app launched in India in June 2022, produced by a women-owned small business (HDI) is the first digital game for adolescents to enhance SRH outcomes that has been evaluated using an encouragement design-led RCT methodology. This paper describes the findings of the outcome evaluation and addresses the research gap in evaluating digital interventions, especially mobile game apps for improving SRH knowledge and behavioral outcomes, particularly among adolescent girls in low-income settings.
Objectives
The objectives of this study were to examine the effect of GNG, a smartphone-based serious game intervention for adolescent girls in India, on MHM, contraception knowledge, and agency. At follow-up, differences in the intervention group who were encouraged to play the game were compared to the control group who did not receive any encouragement. The study also aimed to investigate user satisfaction and feedback. We hypothesized that the GNG study participants would be more likely to report improved MHM, contraception knowledge, and agency to negotiate the use of contraception and delay of marriage, relative to participants in the control condition.